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Messages - Save-vs-DM

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DFRPG / Re: Dresden Files - M&M Style
« on: April 14, 2009, 04:11:07 AM »
Hm. Now I've got to convince the people at the LGS to pick up Wild Talents Essential Edition so I can try to stat Harry up...
Oh, that would be interesting!

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DFRPG / Re: Dresden Files - M&M Style
« on: April 14, 2009, 12:05:32 AM »
I hate to say it, but I think that 4th ed might be a tighter fit. I think the at will/ conflict/ per day thing might work well to model some of the conflicts in the books. Harry tends to rely on a lot of the same meat and potatoes spells. When shit hits the fan, he busts out a smaller variety of more powerful effects. When shit really, well, and truly hits the fan, he busts out some of the really powerful effects. It also has the advantage of giving everyone a couple of cool things each even at starting level.

This is why I love using Mutants and Masterminds.  Basically Harry has a few spells (you'll see soon, he's actually been a bear and a half to stat up correctly) in a defined magic array.  Those rare things he uses?  Those are power stunts he uses from all those hero points he gets from the countless complications he has.  The really powerful effects?  Every notice how he gets really tired after that?  He slaps the Tiring flaw on the spell to get more points out of it and really pull out a powerful bash.

And just to whet some appetites, here's the Wizard Template:

Wizard Traits (Container, Passive 3) (Power Feats: Innate)
Soul Gaze (Super-Senses 8) (Postcognition, Precognition; Flaws: Limited (Subject You Gaze), Range (Touch), Side-Effect 2 (Always - Subject Gets to Soul Gaze You); Power Feats: Perfect Recall; Descriptors: Magic, Psychic)

Enhanced Recovery (Regeneration 4) (Recovery Bonus 4 (+4 to Recover); Power Feats: Regrowth, Persistent; Descriptors: Biological, Magic)

Wizard Sight (Super-Senses 14) (Precognition (Flaw: Uncontrolled), True Sight; Flaws: Check Required (Concentration), Side-Effect (Sometimes - Psychic Scarring); Power Feats: Perfect Recall; Descriptors: Magic, Mind)

Boosted Immune System (Immunity 2) (Aging, Disease; Flaws: Limited - Half Effect)

New Power Feat
Perfect Recall: You can remember everything you see or experience with this power as if you had the Eidetic Memory feat, but without the need to actually make a roll to recall the information.  Anything you see or learn with a power using this feat stays with you forever, for good or ill.

Just a few notes on this.  It was actually harder to mimic the basic attributes of fully-fledged wizards than I thought, but in the end I think this works really well.  The Soul Gaze was interesting, as I almost was going to use Mind Reading, but I think that post and precognition work a lot better.  Those powers are rather symbolic anyway, so it was a nice fit.  The touch range is simply to denote that you have to be very close to your subject to use it.  The enhanced recover is interesting, as wizard's don't really heal any faster than anyone else, they just heal more reliability (the recovery bonus) and they can recover from things most people can't (Regrowth and Persistent).  Due to a quirk of the M&M rules, they probably heal faster than Harry actually does, but it's a pretty close match.

The Boosted Immune system mimics the slow aging of wizards and the fact that I've never once actually seen one of them sick (that I can remember).  Well, Harry might have been sick once or twice, but that was overwork I think.  But that's why it's limited to half effect.  Actually, the Sight was the easiest thing to mimic for me.  They just get True Sight and an uncontrolled Precognition once the sight begins to "come in."  I would model the Psychic Scarring as a Mental Stun effect at a level equal to the Power Level of the nasty thing you saw.  So minor horrors you can save against pretty easily, but things like Shagnasty are going to throw you for a loop.

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DFRPG / Re: Dresden Files - M&M Style
« on: April 13, 2009, 12:51:14 AM »
Save vs. DM I think it's good work and your on the right track, but I'm curious if you done anthing for the templates of vams or were crearures? 
Actually, I'm working on updating all the characters in this thread.  My mastery of the system has increased greatly and I want to do new versions.  I'm hung up on a few things, but I want to start a new thread soon.

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DFRPG / Re: Dresden Files - M&M Style
« on: April 24, 2007, 06:41:57 PM »
Waldo Butters

PL: 3 (45pp)


Abilities: STR: 10 (+0), DEX: 12 (+1), CON: 12 (+1), INT: 16 (+3), WIS: 12 (+1), CHA: 14 (+2)

Skills: Diplomacy 2 (+4), Drive 2 (+3), Knowledge (Behavioral Sciences) 4 (+7), Knowledge (Current Events) 4 (+7), Knowledge (Life Sciences) 8 (+11), Knowledge (Popular Culture) 4 (+7), Medicine 8 (+11), Notice 4 (+5), Perform (Keyboards) 8 (+10), Perform (Percussion Instruments) 8 (+10), Perform (Wind Instrumnets) 8 (+10), Profession (Coroner) 8 (+9),

Feats: Equipment 2, Skill Mastery (Knowledge [Life Sciences], Medicine, Perform [Wind Instruments], Profession [Coroner]), Ultimate Effort (Perform Checks)

Combat: Attack +1 [Pistol +4, Unarmed +0], Defense 11 (10 flat-footed), Init +1

Saves: Toughness +1, Fortitude +2, Reflex +1, Will +4

Equipment: Coroner's Tools, Lab, Polka Instruments

Drawbacks: Obsession (Polka)

Abilities 16, Feats 4, Skills 17 (68 ranks), Saves 4, Combat 4

Here's Butters in all his glory!  He's not all that much to look at, but the guy can play polka like nobodies business!

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DFRPG / Re: Dresden Files - M&M Style
« on: April 20, 2007, 07:49:38 AM »
Argh. So I picked up a copy of Mutants & Masterminds at a bookstore and now realize that it is 1E. Is the 2E version different enough that I should spend even more money, or can I get by with 1E?

If you have a receipt, I would recommend taking the book back and getting the 2nd ed version.  Not that 1st edition is bad, per say - but 2nd really improved a lot of things that needed improving.  I think it's worth switching, but it's good enough that you could get by with first.

Cheers,
Save vs DM

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DFRPG / Re: Dresden Files - M&M Style
« on: April 19, 2007, 06:20:18 AM »
Very nice! Keep 'em coming!  ;D

I may use these in an upcoming campaign. I was uncertain as to which system to use, but M&M is really nice because of the way they handle powers and such.

Surprisingly, it handles the dresden-verse pretty darn well, actually.  I'll have to dig around my massive number of text files, and see if I can't find my Dresden-verse M&M templates.  I have templates for Wizard, White Court Vampire, Black Court Vampire, Red Court Vampire, and Changeling.  Mostly they're just a package deal you buy that gives you all the common abilities (like wizards all get soulgaze (which I'm still not quite happy with how I have it) and wizard's sight, for example).

It's not foolproof by any means, and I think the Dresden RPG is going to be a much better fit, but it does work pretty nicely.

Cheers,
Save vs DM

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DFRPG / Re: Dresden Files - M&M Style
« on: April 18, 2007, 11:53:48 AM »
Michael Carpenter

PL: 10 (190pp)

Abilities: STR: 18 (+4), DEX: 16 (+3), CON: 18 (+4), INT: 14 (+2), WIS: 18 (+4), CHA: 16 (+3)

Skills: Acrobatics 4 (+7), Climb 4 (+8), Diplomacy 8 (+11), Drive 2 (+5), Gather Information 8 (+11), Handle Animal 4 (+7), Intimidate 8 (+11), Knowledge (Arcane Lore) 4 (+6), Knowledge (Current Events) 4 (+6), Knowledge (Tactics) 4 (+6), Knowledge (Theology and Philosophy) 12 (+14), Medicine 2 (+6), Notice 12 (+16), Profession (Carpenter) 8 (+12), Search 4 (+6), Sense Motive 12 (+16), Stealth 4 (+7), Survival 8 (+12), Swim 4 (+8)

Feats: Accurate Attack, Assessment, Blind-Fight, Connected, Critical Strike, Defensive Attack, Elusive Target, Endurance, Equipment 4, Favored Opponent (Denarians) 2, Fearless, Improved Critical (Amoracchious) 2, Improved Defense, Improved Disarm, Improved Initaitive, Improved Sunder, Improved Trip, Interpose, Luck 3, Power Attack, Takedown Attack, Teamwork 2, Well-Informed

Powers: Super-Senses [Danger Sense, Detect Evil] 2

Device 8: Amoracchius (easy to loose) [Light Control 4, Protection (Extras: Impervious) 6, Strike (Extras: Penatrating) 10]; 24pp

Combat: Attack +10 [Amoracchius +10, Unarmed +4], Defense 20 (15 flat-footed), Init +7

Saves: Toughness +10 (Impervious +6), Fortitude +12, Reflex +8, Will +12

Equipment: Chainmail, Dagger, House, Tools, Truck

Drawbacks: Enemy (Denarians), Honor (Christian Values), Responsibility (Family)

Abilities 40, Feats 32, Skills 29 (108 ranks), Saves 21, Powers 26, Combat 40

Well, I finally finished Michael - and he was harder to do than I thought.  I had to spend a few days scouring the books, looking for just what Amoracchius could do, power wise.  I think I probably missed a few things, but the basic set up is pretty good.  It's actually fairly cheap, power-wise.  As for Michael, he's a fanny-kicking mamba jamba even without the sword.  He's more or less a riff off the weapons-master archetype, with a few tweaks.  The biggest one is his luck - which in this case is divine intervention.  Given his rather nasty drawbacks, he should always have plenty of hero points to pull off one time power "miracles" or to be in the right place at the right time.  Actually, the DM is probably fiating him being in the right place, which actually earns him another hero point.  His well informed feat represents the wide nation of churchs, that and he always seems to be where he needs to be.  All in all, I'm happy with how he turned out.

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DFRPG / Re: Dresden Files - M&M Style
« on: April 18, 2007, 11:53:13 AM »
Karrin Murphy

PL: 8 (146pp)

Abilities: STR: 14 (+2), DEX: 18 (+4), CON: 16 (+3), INT: 14 (+2), WIS: 14 (+2), CHA: 18 (+4)

Skills: Acrobatics 8 (+12), Diplomacy 8 (+12), Drive 4 (+8), Gather Information 12 (+16), Intimidate 8 (+12), Investigate 12 (+14), Knowledge (Arcane Lore) 2 (+4), Knowledge (Current Events) 4 (+6), Knowledge (Tactics) 4 (+6), Knowledge (Theology and Philosophy) 2 (+4), Medicine 4 (+6), Notice 12 (+14), Profession (Police Officer) 8 (+10), Search 8 (+10), Sense Motive 12 (+14), Stealth 8 (+12), Survival 4 (+6)

Feats: Accurate Attack, Appearance, Assessment, Benefit (Police Officer), Defensive Attack, Defensive Roll 5, Grappling Finesse, Leadership, Improved Block, Improved Disarm, Improved Grab, Improved Pin, Improved Trip, Instant Up, Quick Draw, Seize Initiative, Stunning Attack, Teamwork 2, Weapon Bind, Well-Connected

Powers: Strike [Striking Strength] (Extras: Mighty) 6; 8pp

Combat: Attack +8 [Pistol +4, Unarmed +8], Defense 18 (14 flat-footed), Init +8

Saves: Toughness +8 (+3 flat-footed), Fortitude +8, Reflex +10, Will +8

Equipment: Service Pistol

Drawbacks: Honor, Obsession (Law), Responsibility (Police duties)

Abilities 34, Feats 25, Skills 30 (112 ranks), Combat 32, Saves 17, Powers 8

Well, here's Murphy in all her glory.  I decided in PL 8 for her, as she's a mortal, but a tough mortal.  Her only power really isn't a power, it's just a result of her excellent martial arts training.  I think she turned out pretty well myself.  Nothing too big going on, really, but she works well and can kick some tail.

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DFRPG / Re: Dresden Files - M&M Style
« on: April 16, 2007, 06:31:28 AM »
Dang it! they always do that to me. I start playing a game and then they release a new edition. It happened with shadowrun, and now this. hopefully MNM 2e isn't going to be the bastardization Shadowrun 4e ended up being.

Actually, the second edition is so much smoother and better than the first.  It fixed a lot of problems with some powers and how things were bought, and it's also nice.  Plus power level no longer determines how many ranks in a power you can take (though it still does if the power does damage, as damage rating is still mostly capped by power level, unless you trade off attack bonus for damage bonus).

I highly recommend the second edition.

Cheers,
Save vs DM

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DFRPG / Re: Dresden Files - M&M Style
« on: April 11, 2007, 01:52:53 PM »
Sorry to disappoint you on that regard, but yeah, M&M in this thread stands for Mutants and Masterminds.

Cheers,
Save vs DM

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DFRPG / Re: Dresden Files - M&M Style
« on: April 11, 2007, 02:08:55 AM »
small problem with your dresden. His two stats of 22 cannot be. 20 is the max stat for a human without powers that enhance an attribute. I'll let it slide for mouse because he's a dog.

That may have been true in 1e, but in 2e they've done away with that rather arbitrary distinction.  Heck, 24-25 is now considered to be the peak of human achievement.  Plus, Harry isn't quite "mortal", at least by comic book standards.  Still, thanks for pointing that out.

Cheers,
Save vs DM

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DFRPG / Dresden Files - M&M Style
« on: April 10, 2007, 11:45:08 AM »
Harry Dresden

PL: 10 (199pp)

Abilities: STR: 12 (+1), DEX: 16 (+3), CON: 18 (+4), INT: 22 (+6), WIS: 22 (+6), CHA: 14 (+2)

Skills: Acrobatics 3 (+6), Concentration 15 (+19), Craft (Artistic) 10 (+16), Disable Device 8 (+13), Drive 4 (+7), Escape Artist 8 (+11), Gather Information 10 (+12), Handle Animal 4 (+6), Intimidate 4 (+6), Investigate 15 (+21), Knowledge (Arcane Lore) 15 (+21), Knowledge (Behavorial Sciences) 5 (+11), Knowledge (Civics) 5 (+11), Knowledge (Current Events) 5 (+11), Knowledge (Popular Culture) 5 (+11), Knowledge (Streetwise) 10 (+16), Knowledge (Tehology and Philosophy) 5 (+11), Language (Latin) 1, Medicine 2 (+8), Notice 15 (+21), Perform (Stringed Instruments) 5 (+7), Profession (Private Eye) 15 (+21), Search 15 (+21), Sense Motive 10 (+16), Sleight of Hand 5 (+8), Stealth 5 (+8)

Feats: Assessment, Artificer, Connected, Contacts, Diehard, Distract, Evasion, Favored Opponent (Vampires) 2, Leadership, Luck 2, Master Plan, Ritualist, Sidekick 10, Taunt

Powers: Array [Magic] (Air Control 10, Blast [Fire] 10, Hellfire Control 10, Shield 10) 10; 23pp, Immunity (Aging [Limited]); 1pp, Super Senses 11 (Counters Illusion [Flaw: Distracting, Drawback: Action (Full-Round Action)], Precognition [Flaws: Limited (Soulgaze), Drawback: Action (Full-Round Action)], Postcognition [Flaws: Limited (Soulgaze), Drawback: Action (Full-Round Action)], Magical Awareness); 4pp

Devices: Spell-Hardened Duster [Impervious Protection 5, hard to loose]; 8pp

Combat: Attack +6 [Staff +2, Unarmed +1], Defense 18 (14 flat-footed), Init +3

Saves: Toughness +9 (Impervious 5, +4 without duster), Fortitude +8, Reflex +8, Will +12

Complications: Accident (Causes modern machinery to malfunction), Enemy (Vampires; Various Monsters), Reputation (User of black magic)

Drawbacks: Power Loss: Magic [Half power when unable to use a focus; 1pp], Power Loss: Magic [Unable to use magic when unable to speak; 1pp]

Attributes 44, Combat 28, Feats 25, Powers 36, Saves 15, Skills 51 (204 ranks)



Bob [Knowledge Spirit]

Abilities: STR: -- (+0), DEX: 12 (+1), CON: -- (+0), INT: 40 (+15), WIS: 20 (+5), CHA: 14 (+2)

Skills: Gather Information 8 (+10), Knowledge (Arcane Lore) 15 (+30), Knowledge (Art) 15 (+30), Knowledge (Behavioral Sciences) 15 (+30), Knowledge (Civics) 15 (+30), Knowledge (Current Events) 15 (+30), Knowledge (Earth Sciences) 15 (+30), Knowledge (History) 15 (+30), Knowledge (Life Sciences) 15 (+30), Knowledge (Physical Sciences) 15 (+30), Knowledge (Popular Culture) 15 (+30), Knowledge (Tactics) 15 (+30), Knowledge (Theology and Philosophy) 15 (+30)

Feats: Eidetic Memory

Combat: Attack +6 [Bite +5], Defense 16 (13 flat-footed), Initiative +3

Saves: Toughness +0, Fortitude +0, Reflex +1, Willpower +5

Powers: Immunity (Fortitude) 30, Insubstantial (Innate, Permanent) 2, Possession (Limited: Animals) 2

Complications: Obsession (Sex)



Mouse [Dog]

Abilities: STR: 22 (+6), DEX: 16 (+3), CON: 20 (+5), INT: 8 (-1), WIS: 14 (+2), CHA: 12 (+1)

Skills: Jump 6 (+11), Notice 10 (+2), Survival 2 (+4), Swim 2 (+7)

Feats: Fearless, Interpose

Combat: Attack +6 [Bite +5], Defense 16 (13 flat-footed), Initiative +3

Saves: Toughness +7, Fortitude +8, Reflex +3, Will +6

Powers: Growth 2 (Power Feats: Innate, Flaws: Permanent), Protection 2, Regeneration (Improved Recovery) 4, Super-Senses (detect evil/unnatural, scent, track, ultra-hearing) 5


So, here's my first shot at stating up Harry, Bob, and Mouse.  It takes a lot of effort, so it's probably going to take me a little while to get the rest of the characters.  Harry is probably a bit too spendy, but I wanted him to be at about the power level he showed around the book Proven Guilty/White Night.  I've deliberately avoided adding powers that show up only in the latest book.

I think that most things worked out well - I was proud of how I worked out wizard's sight and the soulgaze.  I've left out one glaring complication in Harry's sheet - Laschiel.  I wasn't sure how to stat "her" up, honestly.  I think she would probably be a complication myself, but she does add some benefits as well.  In the end, I decided just to have her be "DM fiat", and left it at that.

The only thing I couldn't handle with this system was the accelerated healing of wizards.  I've decided that it's really just Harry using a hero point to duplicate the Regeneration power in fits and spurts.

And to those of you who say he doesn't have near enough magic, I think that 99% of most of his magic is actually just a good use of the Artificer or Ritualist feat (I mean, he even says ritual magic is his specialty).  With his boatload of complications, Harry is rarely without a spare hero point to fuel this feat.

Up next...Micheal

(Mods: I tried really, really hard to avoid any sort of spoiler information with my mechanics, but if you think this belongs somewhere else, please move it).

Cheers,
Save vs DM

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